Ah yes, don't know how I could forget.Oktokolo wrote: Depends on the goal. If you just want to produce something - then yes. If you want to optimize for size, throughput, tileability, rainbowbelt-use, burner-tech-use or whatever else properties you want your factory to exhibit.
I think this case will only happen to experienced players who will know to select swamp off in map generation if they want complete control. And swamp generation could be defauit off to make sure it is a conscious decision to use swamp.Oktokolo wrote: ...
It is a great idea. It already is limited by the fact that you can't reverse it. You can build a bridge - but then you have to defend it. Depending on your map gen settings that might be super easy to absurdly hard. That you can easily clean a continent to use it for your megafactory blueprint of choice is not a problem but a feature.
It would be pretty annoying to have all that hand-optimized blueprints that you spent weeks in creative mode to craft - just to not beeing able to place them in the real game because of space constraints. Cheap cliff explosives (raw explosives would have done it too) and landfill are a good thing. They give a feeling of control and make blueprints usefull.
Swamp generation should generally fill the land with bigger areas like it already does with other land types. Yes, there are occasional mini-water tiles on maps already and with procedural generation this might not be completely avoidable, but if neccessary a final generation-pass could removes these mini-tiles. Such a cleaning pass should be done anyway as such mini-water tiles are more of a nuisance than a feature.because of their near-invisibility.